mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-13 07:58:04 +00:00
player.c: factor out 2x almost dup'd code preparing hitscan weapon firing.
The code is duplicated with small changes for the hardcoded and custom projectiles. Adding local functions P_PreFireHitscan(), A_PreFireHitscan() and Proj_MaybeAddSpread(). git-svn-id: https://svn.eduke32.com/eduke32@3358 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
eda5b22030
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15b7444b46
1 changed files with 108 additions and 150 deletions
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@ -405,6 +405,107 @@ static int32_t Proj_InsertShotspark(const hitdata_t *hit, int32_t i, int32_t atw
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return k;
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return k;
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}
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}
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static void Proj_MaybeAddSpread(int32_t not_accurate_p, int32_t *zvel, int16_t *sa,
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int32_t zRange, int32_t angRange)
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{
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if (not_accurate_p)
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{
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// NOTE: if {z,ang}Range is 0, there is a huge spread
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*zvel += (zRange/2)-(krand()&(zRange-1));
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*sa += (angRange/2)-(krand()&(angRange-1));
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}
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}
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// Prepare hitscan weapon fired from player p.
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static void P_PreFireHitscan(int32_t i, int32_t p, int32_t atwith,
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vec3_t *srcvect, int32_t *zvel, int16_t *sa,
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int32_t accurate_autoaim_p,
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int32_t not_accurate_p)
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{
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int32_t angRange=32;
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int32_t zRange=256;
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int32_t j = GetAutoAimAngle(i, p, atwith, 5<<8, 0+1, srcvect, 256, zvel, sa);
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const DukePlayer_t *const ps = g_player[p].ps;
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Gv_SetVar(g_iAngRangeVarID,angRange, i,p);
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Gv_SetVar(g_iZRangeVarID,zRange,i,p);
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if (G_HaveEvent(EVENT_GETSHOTRANGE))
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VM_OnEvent(EVENT_GETSHOTRANGE, i,p, -1, 0);
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#if !defined LUNATIC_ONLY
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// TODO
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angRange=Gv_GetVar(g_iAngRangeVarID,i,p);
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zRange=Gv_GetVar(g_iZRangeVarID,i,p);
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#endif
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if (accurate_autoaim_p)
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{
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if (!ps->auto_aim)
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{
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hitdata_t hit;
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*zvel = (100-ps->horiz-ps->horizoff)<<5;
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if (actor[i].shootzvel)
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*zvel = actor[i].shootzvel;
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hitscan(srcvect, sprite[i].sectnum, sintable[(*sa+512)&2047], sintable[*sa&2047],
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*zvel<<6,&hit,CLIPMASK1);
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if (hit.sprite != -1)
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{
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const int32_t hitstatnumsbitmap =
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((1<<STAT_ACTOR) | (1<<STAT_ZOMBIEACTOR) | (1<<STAT_PLAYER) | (1<<STAT_DUMMYPLAYER));
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const int32_t st = sprite[hit.sprite].statnum;
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if (st>=0 && st<=30 && (hitstatnumsbitmap&(1<<st)))
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j = hit.sprite;
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}
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}
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if (j == -1)
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{
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*zvel = (100-ps->horiz-ps->horizoff)<<5;
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Proj_MaybeAddSpread(not_accurate_p, zvel, sa, zRange, angRange);
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}
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}
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else
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{
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if (j == -1) // no target
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*zvel = (100-ps->horiz-ps->horizoff)<<5;
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Proj_MaybeAddSpread(not_accurate_p, zvel, sa, zRange, angRange);
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}
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srcvect->z -= (2<<8);
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}
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// Hitscan weapon fired from actor (sprite s);
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static void A_PreFireHitscan(const spritetype *s, vec3_t *srcvect, int32_t *zvel, int16_t *sa,
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int32_t not_accurate_p)
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{
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int32_t dummydist;
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const int32_t j = A_FindPlayer(s, &dummydist);
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const DukePlayer_t *targetps = g_player[j].ps;
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int32_t d = ldist(&sprite[targetps->i], s);
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if (d == 0)
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d++;
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*zvel = ((targetps->pos.z-srcvect->z)<<8) / d;
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srcvect->z -= (4<<8);
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if (s->picnum != BOSS1)
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{
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Proj_MaybeAddSpread(not_accurate_p, zvel, sa, 256, 64);
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}
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else
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{
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*sa = getangle(targetps->pos.x-srcvect->x, targetps->pos.y-srcvect->y);
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Proj_MaybeAddSpread(not_accurate_p, zvel, sa, 256, 128);
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}
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}
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int32_t A_Shoot(int32_t i, int32_t atwith)
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int32_t A_Shoot(int32_t i, int32_t atwith)
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{
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{
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int16_t l, sa, j, k=-1;
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int16_t l, sa, j, k=-1;
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@ -690,88 +791,12 @@ int32_t A_Shoot(int32_t i, int32_t atwith)
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if (s->extra >= 0) s->shade = ProjectileData[atwith].shade;
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if (s->extra >= 0) s->shade = ProjectileData[atwith].shade;
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if (p >= 0)
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if (p >= 0)
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{
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P_PreFireHitscan(i, p, atwith, &srcvect, &zvel, &sa,
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int32_t angRange=32;
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ProjectileData[atwith].workslike & PROJECTILE_ACCURATE_AUTOAIM,
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int32_t zRange=256;
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!(ProjectileData[atwith].workslike & PROJECTILE_ACCURATE));
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j = GetAutoAimAngle(i, p, atwith, 5<<8, 0+1, &srcvect, 256, &zvel, &sa);
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Gv_SetVar(g_iAngRangeVarID,angRange, i,p);
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Gv_SetVar(g_iZRangeVarID,zRange,i,p);
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if (G_HaveEvent(EVENT_GETSHOTRANGE))
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VM_OnEvent(EVENT_GETSHOTRANGE, i,p, -1, 0);
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angRange=Gv_GetVar(g_iAngRangeVarID,i,p);
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zRange=Gv_GetVar(g_iZRangeVarID,i,p);
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if (ProjectileData[atwith].workslike & PROJECTILE_ACCURATE_AUTOAIM)
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{
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if (!ps->auto_aim)
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{
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zvel = (100-ps->horiz-ps->horizoff)<<5;
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if (actor[i].shootzvel) zvel = actor[i].shootzvel;
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hitscan((const vec3_t *)&srcvect,sect,sintable[(sa+512)&2047],sintable[sa&2047],
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zvel<<6,&hit,CLIPMASK1);
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if (hit.sprite != -1)
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{
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if (sprite[hit.sprite].statnum == STAT_ACTOR || sprite[hit.sprite].statnum == STAT_ZOMBIEACTOR || sprite[hit.sprite].statnum == STAT_PLAYER || sprite[hit.sprite].statnum == STAT_DUMMYPLAYER)
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j = hit.sprite;
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}
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}
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if (j == -1)
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{
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zvel = (100-ps->horiz-ps->horizoff)<<5;
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if (!(ProjectileData[atwith].workslike & PROJECTILE_ACCURATE))
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{
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sa += (angRange/2)-(krand()&(angRange-1));
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zvel += (zRange/2)-(krand()&(zRange-1));
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}
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}
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}
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else
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{
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if (j == -1)
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{
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// no target
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zvel = (100-ps->horiz-ps->horizoff)<<5;
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}
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if (!(ProjectileData[atwith].workslike & PROJECTILE_ACCURATE))
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{
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sa += (angRange/2)-(krand()&(angRange-1));
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zvel += (zRange/2)-(krand()&(zRange-1));
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}
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}
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srcvect.z -= (2<<8);
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}
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else
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else
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{
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A_PreFireHitscan(s, &srcvect, &zvel, &sa,
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j = A_FindPlayer(s,&x);
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!(ProjectileData[atwith].workslike & PROJECTILE_ACCURATE));
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srcvect.z -= (4<<8);
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hit.pos.x = ldist(&sprite[g_player[j].ps->i], s);
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if (hit.pos.x == 0)
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hit.pos.x++;
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zvel = ((g_player[j].ps->pos.z-srcvect.z) <<8) / hit.pos.x;
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if (s->picnum != BOSS1)
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{
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if (!(ProjectileData[atwith].workslike & PROJECTILE_ACCURATE))
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{
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zvel += 128-(krand()&255);
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sa += 32-(krand()&63);
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}
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}
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else
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{
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sa = getangle(g_player[j].ps->pos.x-srcvect.x,g_player[j].ps->pos.y-srcvect.y);
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if (!(ProjectileData[atwith].workslike & PROJECTILE_ACCURATE))
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{
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zvel += 128-(krand()&255);
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sa += 64-(krand()&127);
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}
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}
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}
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if (ProjectileData[atwith].cstat >= 0) s->cstat &= ~ProjectileData[atwith].cstat;
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if (ProjectileData[atwith].cstat >= 0) s->cstat &= ~ProjectileData[atwith].cstat;
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else s->cstat &= ~257;
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else s->cstat &= ~257;
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@ -1194,76 +1219,9 @@ DOSKIPBULLETHOLE:
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if (s->extra >= 0) s->shade = -96;
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if (s->extra >= 0) s->shade = -96;
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if (p >= 0)
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if (p >= 0)
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{
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P_PreFireHitscan(i, p, atwith, &srcvect, &zvel, &sa, 1, 1);
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int32_t angRange=32;
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int32_t zRange=256;
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j = GetAutoAimAngle(i, p, atwith, 5<<8, 0+1, &srcvect, 256, &zvel, &sa);
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Gv_SetVar(g_iAngRangeVarID,angRange, i,p);
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Gv_SetVar(g_iZRangeVarID,zRange,i,p);
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if (G_HaveEvent(EVENT_GETSHOTRANGE))
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VM_OnEvent(EVENT_GETSHOTRANGE, i,p, -1, 0);
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angRange=Gv_GetVar(g_iAngRangeVarID,i,p);
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zRange=Gv_GetVar(g_iZRangeVarID,i,p);
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if (atwith == SHOTSPARK1__STATIC && !WW2GI && !NAM)
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{
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if (!ps->auto_aim)
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{
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zvel = (100-ps->horiz-ps->horizoff)<<5;
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if (actor[i].shootzvel) zvel = actor[i].shootzvel;
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hitscan((const vec3_t *)&srcvect,sect,sintable[(sa+512)&2047],sintable[sa&2047],
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zvel<<6,&hit,CLIPMASK1);
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if (hit.sprite != -1)
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{
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if (sprite[hit.sprite].statnum == STAT_ACTOR || sprite[hit.sprite].statnum == STAT_ZOMBIEACTOR ||
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sprite[hit.sprite].statnum == STAT_PLAYER || sprite[hit.sprite].statnum == STAT_DUMMYPLAYER)
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j = hit.sprite;
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}
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}
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if (j == -1)
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{
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sa += (angRange/2)-(krand()&(angRange-1));
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zvel = (100-ps->horiz-ps->horizoff)<<5;
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zvel += (zRange/2)-(krand()&(zRange-1));
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}
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}
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else
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{
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sa += (angRange/2)-(krand()&(angRange-1));
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if (j == -1)
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{
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// no target
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zvel = (100-ps->horiz-ps->horizoff)<<5;
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}
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zvel += (zRange/2)-(krand()&(zRange-1));
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}
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srcvect.z -= (2<<8);
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}
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else
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else
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{
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A_PreFireHitscan(s, &srcvect, &zvel, &sa, 1);
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j = A_FindPlayer(s,&x);
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srcvect.z -= (4<<8);
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hit.pos.x = ldist(&sprite[g_player[j].ps->i], s);
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if (hit.pos.x == 0)
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hit.pos.x++;
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zvel = ((g_player[j].ps->pos.z-srcvect.z) <<8) / hit.pos.x;
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if (s->picnum != BOSS1)
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{
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zvel += 128-(krand()&255);
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sa += 32-(krand()&63);
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}
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else
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{
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zvel += 128-(krand()&255);
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sa = getangle(g_player[j].ps->pos.x-srcvect.x,g_player[j].ps->pos.y-srcvect.y)+64-(krand()&127);
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}
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}
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s->cstat &= ~257;
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s->cstat &= ~257;
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if (actor[i].shootzvel) zvel = actor[i].shootzvel;
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if (actor[i].shootzvel) zvel = actor[i].shootzvel;
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